Homebrew Aquasamaritans Species Details
Aquasumeritans came to be due to mass amounts of radiation and waste being dumped into their waters. This caused the marine life to adapt and mutate drastically. They tend to be very hostile and territorial. Due to this, they do not take kindly to other races.
Aquasamaritans Traits
Your character has the following racial traits.Ability Score Increase
You can increase two ability scores of your choice by 1, or one ability score of your choice by 2.
Age
Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
Alignment
Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild’s.
Size
Your size is Medium, within the normal range of your humanoid base race.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages
You can speak, read, and write Common and your choice of Elvish or Vedalken.
What kind of fish?
- Underwater Breathing - You can breathe air and water.
Based on your marine origin, pick two traits.
- Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
- Carapace - Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.
- Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 1d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Camouflage - You have the ability to change the pigmentation of your skin to blend into your surroundings. You gain a +2 To Any of your Stealth Checks.
- Electrogenic - You have the ability to shock others touching you. You can use a reaction to deal 1d10 damage to anyone within 5 ft. of you underwater or anyone touching you on land.
- Spinal - Your skin has hard ridges and spines along its surface. Anyone attempting to grapple with you makes the role at disadvantage. On a successful grapple, your opponent takes 1d4 damage each turn you are grappled.
- Bioluminescence - Your skin has the ability to glow in the darkness. You shed a bright light o f10 ft from your point of origin and a dim light 30 ft from your origin when in the dark. Creatures that are looking at you have to make a wisdom save or they suffer the Charmed effect. Creatures that succeed this save cannot be Charmed for the next 24 hours.
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